GroveEngine/modules/BgfxRenderer/Passes/SpritePass.cpp
StillHammer 9618a647a2 feat(BgfxRenderer): Fix multi-texture batching and add particle effects
- Fix texture state management in BgfxDevice: defer setTexture until submit()
- Add transient instance buffer support for multi-batch rendering
- Add ParticlePass with fire, smoke and sparkle particle systems
- Load multiple textures from config (texture1..texture10)
- Visual test now demonstrates multi-texture sprites and multi-particle effects

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-28 17:15:45 +08:00

193 lines
7.5 KiB
C++

#include "SpritePass.h"
#include "../RHI/RHIDevice.h"
#include "../Frame/FramePacket.h"
#include "../Resources/ResourceCache.h"
#include <algorithm>
#include <cstring>
namespace grove {
SpritePass::SpritePass(rhi::ShaderHandle shader)
: m_shader(shader)
{
m_sortedIndices.reserve(MAX_SPRITES_PER_BATCH);
}
void SpritePass::setup(rhi::IRHIDevice& device) {
// Create quad vertex buffer (unit quad, instanced)
// Layout must match shader: a_position (vec3) + a_color0 (vec4)
// Note: Color is white (1,1,1,1) - actual color comes from instance data
float quadVertices[] = {
// pos.x, pos.y, pos.z, r, g, b, a
0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, // bottom-left
1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, // bottom-right
1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, // top-right
0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, // top-left
};
rhi::BufferDesc vbDesc;
vbDesc.type = rhi::BufferDesc::Vertex;
vbDesc.size = sizeof(quadVertices);
vbDesc.data = quadVertices;
vbDesc.dynamic = false;
vbDesc.layout = rhi::BufferDesc::PosColor; // Match shader: a_position + a_color0
m_quadVB = device.createBuffer(vbDesc);
// Create index buffer
uint16_t quadIndices[] = {
0, 1, 2, // first triangle
0, 2, 3 // second triangle
};
rhi::BufferDesc ibDesc;
ibDesc.type = rhi::BufferDesc::Index;
ibDesc.size = sizeof(quadIndices);
ibDesc.data = quadIndices;
ibDesc.dynamic = false;
m_quadIB = device.createBuffer(ibDesc);
// Note: We no longer create a persistent instance buffer since we use transient buffers
// But keep it for fallback if transient allocation fails
rhi::BufferDesc instDesc;
instDesc.type = rhi::BufferDesc::Instance;
instDesc.size = MAX_SPRITES_PER_BATCH * sizeof(SpriteInstance);
instDesc.data = nullptr;
instDesc.dynamic = true;
m_instanceBuffer = device.createBuffer(instDesc);
// Create texture sampler uniform (must match shader: s_texColor)
m_textureSampler = device.createUniform("s_texColor", 1);
// Create default white 1x1 texture (used when no texture is bound)
uint32_t whitePixel = 0xFFFFFFFF; // RGBA white
rhi::TextureDesc texDesc;
texDesc.width = 1;
texDesc.height = 1;
texDesc.format = rhi::TextureDesc::RGBA8;
texDesc.data = &whitePixel;
texDesc.dataSize = sizeof(whitePixel);
m_defaultTexture = device.createTexture(texDesc);
}
void SpritePass::shutdown(rhi::IRHIDevice& device) {
device.destroy(m_quadVB);
device.destroy(m_quadIB);
device.destroy(m_instanceBuffer);
device.destroy(m_textureSampler);
device.destroy(m_defaultTexture);
// Note: m_shader is owned by ShaderManager, not destroyed here
}
void SpritePass::flushBatch(rhi::IRHIDevice& device, rhi::RHICommandBuffer& cmd,
rhi::TextureHandle texture, uint32_t count) {
if (count == 0) return;
cmd.setVertexBuffer(m_quadVB);
cmd.setIndexBuffer(m_quadIB);
// Note: Instance buffer should be set before calling this
cmd.setTexture(0, texture, m_textureSampler);
cmd.drawInstanced(6, count);
cmd.submit(0, m_shader, 0);
}
void SpritePass::execute(const FramePacket& frame, rhi::IRHIDevice& device, rhi::RHICommandBuffer& cmd) {
if (frame.spriteCount == 0) {
return;
}
// Set render state for sprites (alpha blending, no depth)
rhi::RenderState state;
state.blend = rhi::BlendMode::Alpha;
state.cull = rhi::CullMode::None;
state.depthTest = false;
state.depthWrite = false;
cmd.setState(state);
// Build sorted indices by layer (primary) and textureId (secondary) for batching
m_sortedIndices.clear();
m_sortedIndices.reserve(frame.spriteCount);
for (size_t i = 0; i < frame.spriteCount; ++i) {
m_sortedIndices.push_back(static_cast<uint32_t>(i));
}
// Sort by layer first (ascending: layer 0 = background, rendered first)
// Then by textureId to batch sprites on the same layer
std::sort(m_sortedIndices.begin(), m_sortedIndices.end(),
[&frame](uint32_t a, uint32_t b) {
const SpriteInstance& sa = frame.sprites[a];
const SpriteInstance& sb = frame.sprites[b];
if (sa.layer != sb.layer) {
return sa.layer < sb.layer;
}
return sa.textureId < sb.textureId;
});
// Process sprites in batches by texture
// Use transient buffers for proper multi-batch rendering
uint32_t batchStart = 0;
while (batchStart < frame.spriteCount) {
// Find the end of current batch (same texture)
uint16_t currentTexId = static_cast<uint16_t>(frame.sprites[m_sortedIndices[batchStart]].textureId);
uint32_t batchEnd = batchStart + 1;
while (batchEnd < frame.spriteCount) {
uint16_t nextTexId = static_cast<uint16_t>(frame.sprites[m_sortedIndices[batchEnd]].textureId);
if (nextTexId != currentTexId) {
break; // Texture changed, flush this batch
}
++batchEnd;
}
uint32_t batchCount = batchEnd - batchStart;
// Resolve texture handle for this batch
rhi::TextureHandle batchTexture;
if (currentTexId == 0 || !m_resourceCache) {
batchTexture = m_activeTexture.isValid() ? m_activeTexture : m_defaultTexture;
} else {
batchTexture = m_resourceCache->getTextureById(currentTexId);
if (!batchTexture.isValid()) {
batchTexture = m_activeTexture.isValid() ? m_activeTexture : m_defaultTexture;
}
}
// Allocate transient instance buffer for this batch
rhi::TransientInstanceBuffer transientBuffer = device.allocTransientInstanceBuffer(batchCount);
if (transientBuffer.isValid()) {
// Copy sprite data to transient buffer
SpriteInstance* dest = static_cast<SpriteInstance*>(transientBuffer.data);
for (uint32_t i = 0; i < batchCount; ++i) {
dest[i] = frame.sprites[m_sortedIndices[batchStart + i]];
}
// Re-set state for each batch to ensure clean state
cmd.setState(state);
// Set buffers and draw
cmd.setVertexBuffer(m_quadVB);
cmd.setIndexBuffer(m_quadIB);
cmd.setTransientInstanceBuffer(transientBuffer, 0, batchCount);
cmd.setTexture(0, batchTexture, m_textureSampler);
cmd.drawInstanced(6, batchCount);
cmd.submit(0, m_shader, 0);
} else {
// Fallback: use dynamic buffer (may have issues with multiple batches)
// This should only happen if GPU runs out of transient memory
std::vector<SpriteInstance> batchData;
batchData.reserve(batchCount);
for (uint32_t i = 0; i < batchCount; ++i) {
batchData.push_back(frame.sprites[m_sortedIndices[batchStart + i]]);
}
device.updateBuffer(m_instanceBuffer, batchData.data(),
static_cast<uint32_t>(batchData.size() * sizeof(SpriteInstance)));
cmd.setInstanceBuffer(m_instanceBuffer, 0, batchCount);
flushBatch(device, cmd, batchTexture, batchCount);
}
batchStart = batchEnd;
}
}
} // namespace grove